1.9.1 alpha progress

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SHADOW-XIII
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Post by SHADOW-XIII »

... hehe. ... 5 minutes ago I checked page and there was still 45 .... good I have to take a look again 8) :wink:

thanks Josef
what are you looking at? it's a signature!
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eis_os
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Post by eis_os »

Patchman wrote: Also I broke Oskar's depot GUI code when integrating it, this is fixed now. You can add up the following numbers as parameters to enhancegui:
2 Make depot windows even bigger, show 8 more cars instead of 4
4 Make almost everything in the depot window act as trash can
Note that if you use this, be careful not to accidentally sell your vehicles!
8 Put trash can horizontally on bottom of the window
I think its easier to use #bitsettings and let TTDPatch calculate it.
I am very very lazy you know :wink:

The routing to 66.216.18.204 is somehow crazy,
currently I can't reach it. Now I am using a proxy...
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Stylesjl
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Post by Stylesjl »

its good TTDPatch im totally dependent on it now (since i adjusted the titlescreen with a high moreveichles array :bow:

i wonder when the manual will be updated we have sooooo many alphas

how many alphas to go until beta? :wink:
SHADOW-XIII
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Post by SHADOW-XIII »

use ttdpatch.cjb.net instead
anyway I think osef broke Plant Many Trees now ... it doesn't work
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eis_os
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Post by eis_os »

SHADOW-XIII wrote:use ttdpatch.cjb.net instead
anyway I think Josef broke Plant Many Trees now ... it doesn't work
Are you sure? I don't like testing around for nothing.

(And a third domain doesn't help, if the ip packets don't reach the server ip, but I know enougth workarounds)
TTDPatch dev in retirement ... Search a grf, try Grf Crawler 0.9 - now with even faster details view and new features...
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Rob
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Post by Rob »

It does work overhere. :D
I'm using the latest patch, windows version.
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SHADOW-XIII
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Post by SHADOW-XIII »

sorry .. something strange here ... works fine here
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Oracle
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Post by Oracle »

There's a bug in alpha 46 (DOS at least): the last grf file in newgrf.txt does not seem to be loaded, e.g. if the last two entries are

Code: Select all

newgrf/signals.grf
newgrf/elrails.grf
then there are custom signals but no electrified railways.

I don't know if this a bug too, but, since alpha 44 (I think), "£0" has been shown as "£". Being fussy, I'd prefer "£0" so is this possible to change too?
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Rob
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Post by Rob »

Did you download the latest elrails.grf file. It was changed together with alpha 46.
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Oracle
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Post by Oracle »

Yes, I did. It does work, but just not when it's last in newgrf.txt.

Code: Select all

newgrf/elrails.grf
newgrf/signals.grf
shows electrified railways but not semaphores or pre-signals.
Omegamrk
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Post by Omegamrk »

semaphores heh long time i dont hear that word...
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Rob
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Post by Rob »

Oracle wrote:Yes, I did. It does work, but just not when it's last in newgrf.txt.

Code: Select all

newgrf/elrails.grf
newgrf/signals.grf
shows electrified railways but not semaphores or pre-signals.
Couldn't you put this in your newgrf.txt file until the problem was fixed?

Code: Select all

newgrf/elrails.grf
newgrf/signals.grf
newgrf/signals.grf
Wie zich gelukkig voelt met het geluk van anderen, bezit een rijkdom zonder grenzen. (F.Daels)
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George
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Alphas

Post by George »

Once again, please post new alphas here for whose, who can't access TTDPatch site :cry:
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Rob
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Post by Rob »

Here you go: :lol:
Only windows version.
Attachments
elrailsw(2).zip
New elrailsw needed with latest patch
(5.47 KiB) Downloaded 57 times
latestw(2).zip
The latest patch for windows Alpha 46
(182.47 KiB) Downloaded 54 times
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spaceman-spiff
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Post by spaceman-spiff »

That's enough, thank you

Edit: alpha 46 doesn't load my long trucks :cry:

Josef :bow:
Well, back to work, lot's of it in the near future
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Post by Patchman »

Double the last line in newgrf.txt. There's a bug which causes the last line to be ignored, so if you put it there twice, one of them is used, the other ignored.

I've also posted an updated version of elrails(w).grf, which should remove the flickering of pylons. I was being too conservative with the size of the anchor sprite...

And if anyone's interested, here's what it looks like to me while I'm debugging elrails.grf (along with the modified elrails.grf for the DOS version).
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Post by Patchman »

SHADOW-XIII wrote:anyway I think osef broke Plant Many Trees now ... it doesn't work
Works fine for me.

Please, never say "it doesn't work". That is not useful at all.

Always say at least, what you did, what you expected to happen, and what happened instead.

I will ignore "it doesn't work", because it contains no useful information at all.

What do you think would happen if you brought your car to a mechanic and said, "it doesn't work, go fix it"? He'd laugh at you. And then he'd charge you hundreds of hours for troubleshooting when you could've just told him what exactly doesn't work and how it doesn't work.

So don't do that.
nilsi
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elrails pylons

Post by nilsi »

Hi,
why are the the pylons that far away from each other and the distance increases from alpha to alpha? I regularly go by Train from Dresden to Frankfurt and the Pylons are at ONE side of the track not alternating and the are not more than 2 wagons away from each other... please take a look at the link below, in my opinion that is what electrified railways should look like. (as the do here in Saxony) Could it be "switchable" in some way? The latest patch just doesn't look right *sigh*

http://www.ewetel.net/~michael.blunck/ttd/arctic.gif

PS thanks for your great work :-)
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spaceman-spiff
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Post by spaceman-spiff »

Patchman wrote:Double the last line in newgrf.txt.
Thanks :wink:
Well, back to work, lot's of it in the near future
Patchman
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Post by Patchman »

nilsi wrote:why are the the pylons that far away from each other and the distance increases from alpha to alpha?
The way they are now is the way it's going to be (minus any glitches that may still occur).

The reason I increased the pylon spacing is because the graphics were too busy otherwise. I know it's perhaps not entirely realistic, but for my aesthetic sense there were too many pylons before, especially on vertical tracks.

Michael Blunck's picture hard-coded the pylons into trg1.grf, which of course isn't a good idea because then trains travel on top of the pylons...

Also notice that TTD's waggons are about half the length of most real-life waggons, judging from their proportions. So if there's a pylon every two waggon lengths in real life, it should be four waggon lengths in TTD, which as it happens is now the case ;)
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